GeekDad https://geekdad.com/ Raising Geek Generation 2.0 Fri, 21 Feb 2025 21:18:23 +0000 en-US hourly 1 https://geekdad.com/wp-content/uploads/2020/07/cropped-GeekDad-Logo-Square-Template-03172016-1024-32x32.png GeekDad https://geekdad.com/ 32 32 Raising Geek Generation 2.0 GeekDad false GeekDad podcast Raising Geek Generation 2.0 GeekDad https://geekdad.com/wp-content/plugins/powerpress/rss_default.jpg https://geekdad.com/recent-posts/ 112159555 ‘Metal Gear Solid: The Board Game’ Takes the Popular Video Game Series Onto Your Table https://geekdad.com/2025/02/metal-gear-solid-the-board-game-takes-the-popular-video-game-series-onto-your-table/?utm_source=rss&utm_medium=rss&utm_campaign=metal-gear-solid-the-board-game-takes-the-popular-video-game-series-onto-your-table Fri, 21 Feb 2025 17:56:04 +0000 https://geekdad.com/?p=430736 'Metal Gear Solid: The Board Game' is a cooperative stealth miniatures game based on the popular video game series. It can be played solo as well as with up to four players.

Click through to read all of "‘Metal Gear Solid: The Board Game’ Takes the Popular Video Game Series Onto Your Table" at GeekDad.If you value content from GeekDad, please support us via Patreon or use this link to shop at Amazon. Thanks!

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In the summer of 1988, I discovered my favorite game for the Nintendo NES. This stealthy game let me take on the role of a secret operative as I infiltrated a secret base, used silenced weapons and gadgets, and uncovered a plot that could devastate the world I was hooked on Metal Gear right from the start. Unlike many other games, I played this one all the way to the end and beat it. Metal Gear left such an impression on me that 37 years later, as soon as I heard there was a board game based on the video game, I could not wait to get my hands on a copy of Metal Gear Solid: The Board Game. 

What Is Metal Gear Solid: The Board Game?

Metal Gear Solid: The Board Game is a cooperative stealth miniatures game for 1-4 players, ages 14 and up, and takes about 60-90 minutes to play. It’s currently available from your local game store as well as online retailers such as Amazon with a suggested retail price of $109.99 for a copy of the game.

Metal Gear Solid: The Board Game was designed by Emerson Matsuuchi and published by CMON, with illustrations by Jose David Lanza Cebrian, Marco Checchetto, Fabio de Castro, Max Duarte, Júlia Ferrari, Mathieu Harlaut, Saeed Jalabi, Sebastian Koziner, Kenneth Loh, Henning Ludvigsen, Aragorn Marks, and Francesco Orrù.

Metal Gear Solid: The Board Game Components

Here is what you get in the box:

  • 5 Character figures
  • 5 Boss figures
  • 12 Guard figures
  • 2 Carboard box figures
  • 16 Double-sided tiles
  • 4 Player dashboards
  • 6 Boss dashboards
  • 1 Guard dashboard
  • 171 Cards
  • 225 Tokens
  • 1 Boss Tracker
  • 1 Rulebook
  • 1 Campaign book
  • 1 VR Missions book
  • 1 Codec book
  • 15 Dice
character miniatures
The figures for the player characters. Photo by Michael Knight.

Each character has their own figure. Players can choose to play as Solid Snake, Meryl, Otacon, or Gray Fox. Meryl has a second figure used when she is disguised as a guard. 

player dashboards
The player dashboards have all the information you need for your character. Photo by Michael Knight.

There is a player dashboard for each of the four characters. This contain all of the actions a player can take as well as their stats for health an defense as well as the amount of equipment they can take with them. Be sure to pay attention to their unique abilities listed at the bottom of the dashboard. Some of these allow you to inflict additional damage against enemies. The backside of the dashboard contains a biography of the character. 

enemy figures
The boss and guard figures. Photo by Michael Knight.

Enemies are represented by figures as well. There are five reddish boss figures and 12 green guard figures in two different sculpts. All guards act the same despite the two sculpts. 

boss dashboards
The bosses also have their own dashboards. Photo by Michael Knight.

Each boss has their own dashboard similar to the players’ dashboards. These list the stats for the boss as well as details on how they act during a boss stage. Some have trackers on them as well. The green side of the boss dashboard is used for the VR missions.

map tiles
The double-sided map tiles are used to make all of the maps for the various stages and missions. Photo by Michael Knight.

The map tiles are used to create the many different maps for the various stages and missions. They are all full-color and double-sided. There are also some smaller tiles used for boss battles or to represent elevators and elevator shafts of small rooms attached to the large tiles. 

equipment cards
There are lots of types of equipment you dan unlock and use in the missions. Photo by Michael Knight.

The player’s characters can use equipment. Some characters have starting equipment available to them while you can also unlock new equipment by completing the stages and VR missions. (You can also unlock one piece of equipment just by reading the back of the gamebox!)

guard cards
The three types of guard cards. Photo by Michael Knight.

The guards are controlled by the Guard order and reaction cards. Each stage will let you know how many order cards to use. The red cards are placed beneath the blue order cards. One of them is a game over card, so once you get to the red cards, you don’t know exactly when the mission will end, but that it is close. How these cards are used is explained in the gameplay section of this article. 

boss cards
Each boss has their own deck of cards to control them. Photo by Michael Knight.

Just like the guards, each boss as their own deck of cards which describe the actions they take during their phase as well as how they react to your characters. 

game cards
Examples of the other types of cards used in the game. Photo by Michael Knight.

There are also a variety of other cards including Otacon boss system cards, Otacon system cards, Boss stage reference cards, and reference cards for Meryl’s disguise as well as for hacking terminals. 

books for game
The game comes with these four books. Photo by Michael Knight.

Metal Gear Solid: The Board Game comes with four different books. The rulebook contains all the instructions for playing the game and serves as a reference. The campaign book has instructions for setting up and playing all 14 stages of the campaign. In fact, for new players, you can get right into the game and play the first few stages without reading the rulebook. The campaign book teaches what you need to know and the first two stages serve as a tutorial. The VR missions book contains six stand-alone missions that are playable by 1-4 players. These are great ways to practice sneaking and once you clear each VR mission, you are awarded with new equipment you can add to your memory box. Finally, the Codecs book has text related to the codec text you may find on dashboards, equipment cards, boss dashboards and cards, and many other places. These codec texts help provide additional story information. 

dice
The black and white dice for the game. Photo by Michael Knight.

The game comes with 15 dice in both black and white The white dice have the one pip side replaced with a ‘!’. This is used when checking for noise. Also, the “!” does not count as a 1 when rolling, so when considering combat, it is considered a miss that can’t be modified by a +1 or +2 affect. 

How to Play Metal Gear Solid: The Board Game

You can download a copy of the rulebook here.

The Goal

The goal of the game is to complete the objectives for a stage of the game. Some stages have optional objectives which can provide additioanls rewards if the players complete them. 

Setup

Setting up a game is fairly straightforward. Each stage has setup directions in the campaign or VR missions books. For this explanation, the setup and gameplay for a sneaking stage is provided. Boss stages are similar but have a few minor differences. Start off by positioning the map tiles as shown in the directions, placing character and enemy figures and tokens as shown. Next setup the player area. After players select which characters they will play as, they place their respective player dashboard in front of them and collect their 4 action tokens, 4 focus tokens, and their character attention token. They then take any starting equipment for their character and any memory box equipment that has been acquired in previous missions. Damage as well as KO’d and Dead guard tokens are placed near the map tiles. Finally, setup the guard dashboard by placing it near the map. Follow the directions in the setup for how many blue and red guard order cards to place above the dashboard along with the guard reaction cards. You are now ready to play. 

game setup
The first stage all setup and ready to play. Photo by Michael Knight.

Gameplay

Player Phase

Metal Gear Solid: The Board Game is played in rounds. Each round is divided into a player phase and the enemy phase. During the player phase, the players take turns performing actions. They can take their turns in any order, but one player must complete all their actions before the next player goes. To perform an action, players take their action tokens and place them on actions on their player dashboard. Most actions cost one token but some cost two. The same action can be taken more than once, but the cost must be paid each time. For example, a player could use the sneak action four times to move four spaces. (All movement is orthogonal and never diagonal). At the end of their actions, if the player performed any action that has a Noisy icon next to it, they must perform a noise check by rolling one white die for each noisy action. If any of the dice rolled have an ‘!’ on it, then place the characters attention token underneath the player with the blue side up. This means someone heard you.  

starting equipment cards
Three of the characters have equipment they can start with. Solid Snake has no starting equipment but unlocks some as you play through the stages. Photo by Michael Knight.

Enemy Phase

Once all players have completed their turns, it is now the enemy phase. Draw the top card from the guard order deck. It is divided into three parts. Resolve the card starting at the top and working your way down. The top has an affect for the area. The second part controls any cameras on the map. The bottom area directs how individual guards move depending on whether the guard is in alert, investigate, or patrol mode. Many of the stages require the players to use stealth to achieve their objectives. They want to move around without the enemy knowing they are there because once they guards are on alert, they are all coming for you. Let’s take a look at the three guard modes.

During patrol mode, guards move the number of spaces shown in blue on the guard order card. If they come to a wall, they turn in the direction there is a pathway. If they can turn left of right, they follow the arrow on the card. If they are at a dead end, they turn around and walk in the opposite direction. At the end of their movement, they face in the direction they will move the next round. Finally, if they end their movement on a space with two arrows, they turn in the direction of the arrow on the card, even if they are not at a wall. When moving guards, always start at the top left space of a zone and then move guards in order from left to right across a row of spaces, then going down to the next row, left to right, and so forth. It is important to follow this order since guards towards the bottom of the map may cause an alert, but it will not affect those near the top until their next round since they have already moved for that round. 

closeup of game board and figures
The markings on the map tiles help direct the guards on patrol. For example, if the middle guard moves forward two spaces and stops on the double arrows, they will turn and face into the room on their right., then move into it on their next round. Photo by Michael Knight.

If a player has made a noise and places an attention token on the board, the nearest guard will move along the shortest route to investigate it. They also move towards any KO’d or Dead guard tokens in their LOS (Line Of Sight). Once they move onto any of these tokens, they draw a guard reaction card and resolve it depending on what type of token they are standing on. Since players can move off of an attention token on a subsequent turn, by the time a guard arrives, the player’s character may be gone. If a guard ever moves so that a player is in their LOS, they immediately attack. Also whenever a player is in the LOS of a guard, place the red alert side of the attention token under the character. 

If an alert token is anywhere in the active zone, all guards are on alert. When they move, the all move towards the closest alert token following the shortest path. Once a guard reaches the space of an alert token, draw a guard reaction card and resolve it. Usually if there are no characters in sight of any guards, the token is returned to that player and if no other alert tokens are in the zone, the alert is called off and guards continue their patrol movement. 

Line Of Sight

Metal Gear Solid: The Board Game features a unique method for determining LOS. First it is important to note that all guards have an arrow on their figure that points in the direction they are looking. LOS requires two conditions. First check to see if the guard is facing either the row or column the player’s figure is in. If so, then draw an imaginary box that includes both the guard and the player. If there are any obstacles such as walls, locked doors, or objects with red lines around them, anywhere in the box, then there is no LOS. Otherwise, the guard can see the player. Cameras work similarly and the direction they face is determined by the camera token. Guards do not have LOS to players behind them or directly on their left or right flank. As guards move, check for LOS if there are player figures nearby. 

Combat

Combat is also fairly straightforward in the game. If you have LOS, then you can attack with ranged weapons. The guards all carry rifles and they only attack in this manner. The players have close combat attacks that require the player to be orthogonally adjacent to an enemy to attack. To resolve an attack, roll the number and type of dice listed for the attack. Guards always attack with two black dice. Players may attack with white and/or black dice depending on the type of attack. Weapons on equipment cards also have a space for an action token listed with the appropriate dice to roll. Each die represents a chance of getting a hit. You never add them together. Instead, compare the results of each die with the target’s defense value. If the roll is equal to or greater than the defense, then one damage is inflicted on the target. Place a damage token on the player dashboard if the player was the target or next to the guard figure. If a player or enemy ever receives damage equal to or greater than their health, they are Killed in Action. When a guard is KIA, place a skull token on its space and remove the figure. Players may try to knock out guards with close combat attacks. Instead of a damage token, give them a KO’d token. If they receive KO’d damage equal to their health, remove their figure and replace it with a KO guard token with side with two stars face up.  

Game End

The game ends when the players have completed their objectives or if any player is ever KIA or another failure condition has been met. 

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Metal Gear Solid: The Board Game is GeekDad Approved!

Why You Should Play Metal Gear Solid: The Board Game

As I mentioned earlier, I was a excited to play Metal Gear Solid: The Board Game. However, I was also a bit apprehensive. Would the designer be able to create a fun game that was true to the original feel and theme. I have enjoyed games by the designer, Emerson Matsuuchi such as the Century series (Century: Spice Road, Century: Eastern Wonders, and Century: A New World) as well as HerStory.  I have also been impressed by CMON’s games. Yet a stealth cooperative game? The miniature figures are very detailed as one would expect from CMON as is the presentation including the organizer to keep all of the components–organized. On the topic of components, they are all great. I really like the artwork on the cards, dashboards, map tiles, and even withing the rulebook and other books.

game organizer
All of the components fit into the included organizer. The clear cover even has indentions for the dashboards and map tiles. Photo by Michael Knight.

While the rulebook is not that large, I really appreciated that the first paragraph in the rulebook told me to go to the campaign book to play the first two stages and then come back. Just like many video games will provide a few easy missions that teach you the game as you go, Metal Gear Solid: The Board Game also features something like a tutorial that walks you through the main rules over the course of two games. This gets players right into the campaign. Though the first two stages are only for one player, this provides the basics a player can use to teach others. Most of the stages can be played by two players and the final five stages can be played by up to four players. I actually like playing solo and controlling two or more characters so I can use their abilities together. However, when playing with a group, the VR missions are a great way to play and introduce new layers to the game. These are all stand-alone missions that focus on stealth. They can all be played with 1-4 players and the objectives become more difficult as you add more players. For an additional challenge, you can even swap out one of the guards with any of the boss characters. Not only do you unlock equipment for each VR mission you complete, you also unlock more equipment by defeating the bosses. The combination of the campaign and the VR missions provides not only hours of gameplay, but also different ways to play. 

memory box
The Memory Box stores all of the equipment you unlock so you can use it in future missions and stages. Photo by Michael Knight.

Cooperative and solo games require a system for controlling non-player characters and Metal Gear Solid: The Board Game has one of the most user-friendly systems for doing this. The guard order and reaction cards provide some variety in the ways the guards patrol as well as interact with the environment. They guards don’t always move the same distance each round and they may turn different directions when they come to an intersection. Plus the double arrows marked on the maps provides another level of randomness. If a guard happens to stop on one of these, they will turn either right or left instead of continuing straight. This keeps players on their toes and several times my perfect plans were disrupted by a guard making a random turn and coming down a hallway towards me.  The guard cards also let you know when to spawn more guards and control which direction the cameras are facing. Unlike guards, cameras are always on and moving into their LOS causes an automatic alert. I am very impressed with the rules that control the enemies so they don’t take up a lot of the player’s time with complexity.

Another area where simplicity is a plus is LOS. In most games with miniatures, there are rules to determine if you can see the enemy and if they can see you. For many games I have played, this has been quite complex and I find myself frequently referring to the rules. Metal Gear Solid: The Board Game makes LOS extremely easy. I already described how LOS is determined. In reading online questions by players, I found that many were overthinking this concept. They were trying to bring in rules from other games they have played. I too found myself with the same issues at first. However, when I went back to the rules and read them as they are–without adding my own interpretation–I found them very refreshing. From that point on, I had no trouble with LOS and after a few games, it becomes second nature. Along those same lines, combat also benefits from simplicity. There are no modifiers to combat for cover or anything. If you can see the target, you can shoot at it. While some games benefit from more complex rules, the rules in this game let players focus on playing the game and experience the tension of trying to infiltrate a heavily secure facility without being killed. 

boss stage
The first boss stage where you fight against Revolver Ocelot. It is a small map with a lot of quick combat. Since Ocelot can do ricochet shots, he does not need LOS to you to attack. Photo by Michael Knight.

The more I play Metal Gear Solid: The Board Game, the more I like the game. In some ways the sneaking stages are like puzzles. However, there is no set solution because the patrols of the guards are always different. In addition, there are some cool ways to trick the guards. Players can use the knock action to place an attention token in their space and then move away. This can lure a guard away from their patrol and create an opening. Furthermore, the game is not easy. I played the first stage 3-4 times before I beat it. It also took me a few times to beat the second stage. I barely beat the first boss stage on the first try. This game works great for solo play. It also is a lot of fun with 2 to 4 players since you all have to work together. If one player triggers an alert, the guards all start coming at you. Though this can also allow other players to access areas formerly covered by guards before they moved towards the alert. In conclusion, I highly recommend Metal Gear Solid: The Board Game. For all the many reasons I have mentioned, this game deserves to be GeekDad Approved! I continue to enjoy playing it and introducing it to new people. If you like solo and cooperative games where the game is the challenge and not the rules, then be sure to add Metal Gear Solid: The Board Game to your game collection. 

For more information, visit the Metal Gear Solid: The Board Game page!


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Disclosure: GeekDad received a copy of this game for review purposes.

Click through to read all of "‘Metal Gear Solid: The Board Game’ Takes the Popular Video Game Series Onto Your Table" at GeekDad.If you value content from GeekDad, please support us via Patreon or use this link to shop at Amazon. Thanks!

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Crowdfunding Gaming Roundup https://geekdad.com/2025/02/crowdfunding-gaming-roundup/?utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-gaming-roundup Fri, 21 Feb 2025 11:00:50 +0000 https://geekdad.com/?p=430659 Crowdfunding RoundupHere's a roundup of some gaming crowdfunding campaigns!

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I’ve been covering a lot of crowdfunding campaigns lately (and have several more queued up between now and April), but as always there are more projects out there that I won’t be able to do full reviews. Here are a few current projects that have caught my attention lately!

New to Kickstarter? Check out our crowdfunding primer.

Bullet: Cubed from Level 99 Games

I’ve backed all of the Bullet series from Level 99 Games so far—it’s a fast-paced puzzly game where you’re pulling “bullets” (colored discs) out of a bag and putting them onto your own board. You use powers to manipulate the bullets to form patterns, which clears them from your board and sends them to the next player—but if you don’t clear them in time, you’ll take a hit. There are a whole bunch of different characters to play (I think they’re up to 38 now), and each one has a unique set of patterns and special abilities; some of the heroines have wildly different rules. This latest Gamefound campaign includes two new expansions (Fan and Orange+) with more characters, but the centerpiece is the big storage box that will hold it all—I’m looking forward to having all of my Bullet components in one place!

Northgard: Uncharted Horizons from Open Sesame Games

Northgard: Uncharted Lands was one of our Game of the Year finalists back in 2022; it’s a 4X Vikings game that includes a little bit of deck-building as you explore, expand, exploit, and exterminate. This new expansion will add more clans and more creatures, but also introduces some new game modes (including a solo mode). Each clan has its own unique abilities (further distinguished in the Warchiefs expansion), so I like the idea of having even more of those to choose from. I should be getting a prototype of this to try out soon, so hopefully you’ll hear more about this one before the campaign ends.

Drunk Jousting banner image

Drunk Jousting from Roger J. Porter

Last year my friend Roger Kickstarted a little game called Drunk Cowboy: it’s a miniatures shoot-out game where the orientation  and value of the dice determine the direction and distance you move, so everyone is kind of rambling about in random directions, hoping to get close enough to take a shot at the opponents. The game rules are just a little zine and you provide your own dice and miniatures. Drunk Jousting is the sequel and requires some d6 and d12 dice—there are also optional STL files of some miniatures designed by Jaycee Fairclough, though again you can use your own minis. I don’t play a lot of miniatures games, but these little goofy rulesets feel like an easy entry into the genre.

Pizza Roles from Thomas Mathews

Here’s one that we got a pitch for at GeekDad but it didn’t quite fit into our review schedule—but I thought it looked like a fun hidden role game for families. You’re all trying to order a pizza, and everyone has specific toppings they like and dislike—just like real life! Players will use cards to move toppings on or off the order, and eventually the order is placed and you find out who’s happy and who gets stuck with pineapple. There are even some roles who don’t care about specific toppings but just want everyone else to be happy … or unhappy! And, of course, the winner gets to wear the mustache.

Mappa Mundi from Three Sails Studios

This role-playing game is all about exploration and world-building, with no combat. You play as Chroniclers, out to record the changes after a century-long climate catastrophe, and the game lets players add to the story in a collaborative way with the GM. I don’t have a lot of experience with RPGs but I like the approach this one is taking.

Fame and Fable from Owen Davey

In this card game, you’ll build a team of heroes, gather up equipment, and face off against monsters, hoping to earn the most fame. You’ll have to manage a limited number of actions and look for good combos to make the most of your cards, and you can earn bonus fame by completing contracts. There’s also a dedicated solo mode that uses the flip side of the board—reach the end of the fame track before monsters overrun the land. I did get to try out a prototype of this one earlier this year; the artwork is really stunning and the combos allow players to build up for a huge turn, but it also felt sometimes like a lot was dependent on the luck of the draw, whether the cards you needed for your combos were in the market during your turn. It’s a gorgeous game and I’m curious to see how the final ruleset shakes out.

Twisted Realms Trio from Inside Up Games

This campaign is for a trio of games set in the Twisted Realms—you can back for each game independently or get the whole set. Crits & Tricks is a trick-taking game that uses polyhedral dice, and the different suits change the win condition of the trick. Tug of Roar is a two-player battle game: bid on new recruit cards to build up your army, and then resolve battles in various locations. Thieves of Eldris is a hidden-movement game where you’re manipulating character cards in a grid and trying to steal enough gold without getting caught. The game boxes have a cool design that makes them look like books, and the Kickstarter versions have a lot of deluxe component options too.

Ludocene from Andy Robertson

If you’re a long-time GeekDad reader, you may remember Andy Robertson—he was one of our contributors back in the day, primarily covering videogames, and he’s now editor of the Family Gaming Database, based on his book Taming Gaming. He’s launching an app, Ludocene, that helps match you to videogames you may enjoy. The app is built on recommendations from a panel of experts (including some folks I know!), and you can even drill down to specific experts if you find you really like their tastes in games, plus you can sort by platform and other criteria. The app looks pretty slick—not that I really need to add more unplayed games to my Steam library, right? Next I need Andy to build something like this for tabletop games!

Click through to read all of "Crowdfunding Gaming Roundup" at GeekDad.If you value content from GeekDad, please support us via Patreon or use this link to shop at Amazon. Thanks!

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‘Xenoblade Chronicles X: Definitive Edition’ Preview – It’s All About the New Additions https://geekdad.com/2025/02/xcxde-preview/?utm_source=rss&utm_medium=rss&utm_campaign=xcxde-preview Thu, 20 Feb 2025 17:00:32 +0000 https://geekdad.com/?p=430769 XCXDE featuredImproved visuals, streamlined combat, and a nicely reimagined menu system combine to make 'Xenoblade Chronicles X: Definitive Edition' feel like a much more modern affair.

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Xenoblade Chronicles X was notable for its impressive worldbuilding, multiple big-swing plot twists, and those sweet transformable mechs (AKA Skells). Its original 2015 Wii U release, however, was also marred by a number of unfortunate complications.

Specifically, the lush open world of Mira and the cohesive design of the game’s future tech contrasted starkly against the relatively rudimentary look of its human protagonists. Moreover, its deep combat system and various other nuanced game mechanics could easily become overwhelming across an overly cluttered HUD.

Arriving on March 20, 2025, Monolith Soft’s Xenoblade Chronicles X: Definitive Edition for the Nintendo Switch promises to face these issues head-on. Most of the attention in the trailer is, understandably, devoted to the improved visuals and narrative elements, but the real hero here is the game’s various quality-of-life enhancements.

An Earth refugee who escaped on a massive interstellar ship called the White Whale, your player character is tasked with helping the vessel’s surviving habitat module, now dubbed New Los Angeles, flourish on a hostile planet. You’ll search for scattered Lifehold units (where other surviving citizens wait in stasis), installing data probes to help map the surrounding terrain and facing off against hostile organisms along the way.

As a member of an elite force called BLADE, you’ll take on epic story missions, more focused side quests, and everything in between with the help of a party of up to three squad mates. With a sizable cast of characters to choose from, this Definitive Edition makes it a snap to switch up your party members on the fly via an Active Members menu option from the pop-up HUD (activated by pressing the + button).

Also available from the HUD is the game’s updated map system. No longer relegated to the Wii U’s Gamepad, this map—complete with both scouted and unrevealed segments and any connected FrontierNav nodes—makes it easier to get your bearings across the enormous open world. You can even see (and quickly track) available missions right from the map interface, which helps you to prioritize quests by proximity. All this is thanks to a more streamlined, much more readable interface that works wonderfully even in handheld mode.

Since Xenoblade Chronicles X is all about combat, though, likely its most welcomed QOL enhancement is the new quick cooldown function. The battle system consists of an interesting blend of automatic basic attacks (via ranged and melee weapons), timed button presses, and special moves called Arts. Available Arts can be added to the player’s Arts Palette, and are then selected during combat to deliver buffs, status effects, and increased damage.

XCXDE skell
This look is giving Genesis Climber MOSPEADA! image: NOA

Traditionally, these are greyed out during a cooldown period, making them unselectable for a time. The new quick cooldown bar, however, lets you press the Y button to reenergize an Art immediately. This can let you spam your favorite moves… to an extent. Once you’ve exhausted the quick cooldown bar, you’ll need to wait for that to gradually refill over time, but the extent to which this feature speeds up the formally glacial pace of combat should be noticeable to anyone who played the original title.

Obviously, there are more bells and whistles, but I’ll be saving those (as well as my overall impression of the game) until next month’s full review. In the meantime, just know that there are substantive changes evident in Xenoblade Chronicles X: Definitive Edition that help put it more in line with what one would expect from a modern RPG.

Review and promotional materials provided by Nintendo of America.

Click through to read all of "‘Xenoblade Chronicles X: Definitive Edition’ Preview – It’s All About the New Additions" at GeekDad.If you value content from GeekDad, please support us via Patreon or use this link to shop at Amazon. Thanks!

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Enjoy a Magical Movie Marathon on Shout! TV This Weekend https://geekdad.com/2025/02/enjoy-a-magical-movie-marathon-on-shout-tv-this-weekend/?utm_source=rss&utm_medium=rss&utm_campaign=enjoy-a-magical-movie-marathon-on-shout-tv-this-weekend Wed, 19 Feb 2025 18:00:15 +0000 https://geekdad.com/?p=430735 This Shout! TV movie marathon is in the cards!

Click through to read all of "Enjoy a Magical Movie Marathon on Shout! TV This Weekend" at GeekDad.If you value content from GeekDad, please support us via Patreon or use this link to shop at Amazon. Thanks!

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Are you a fan of the mystical arts? Then you’re in luck! Shout! TV’s Marathon of Magic is streaming all-day Saturday 2/22.

In anticipation of the movie marathon, Shout! TV sent me out a mysterious little package:

A little gift package from Shout! TV. Image by Paul Benson.

In addition to the Shout! TV tote bag, there were a couple of magician’s staples included in the box. First was the one item every magician needs, a deck of cards:

A Shout! TV-exclusive deck of cards. Image by Paul Benson.

Also included was The Secret Box, a magic trick to astound and amaze:

Streaming all day February 22, the Marathon of Magic features classic episodes and specials from Breaking The Magician’s Code, as well as feature films Rough Magic and Magic. During the marathon, viewers will be treated to magical performances from renowned magicians, recorded exclusively for Shout! TV.

PROGRAMMING SCHEDULE (ALL TIMES IN EST):

  • 3:00 AM: Rough Magic
  • 5:00 AM: MDA Telethon Presents: Masters Of Magic
  • 6:30 AM: MDA Telethon Presents: Ventriloquism For Dummies
  • 8:00 AM: Magic
  • 10:30 AM: MDA Telethon Presents: Masters Of Magic
  • 12:00 PM: Rough Magic
  • 2:00 PM: MDA Telethon Presents: Ventriloquism for Dummies
  • 3:30 PM: Magic
  • 6:00 PM – 11:00 PM: Breaking The Magician’s Code: Specials 1-5
  • 11:00 PM: Magic
  • 1:30 AM: MDA Telethon Presents: Masters Of Magic

 

The marathon can be viewed on Shout! TV; as well as the Shout! TV app on Roku, Android, Apple TV, and Amazon Fire TV; and the following digital streaming platforms – Samsung TV Plus, Amazon Freevee, Local Now, Plex, Sling Freestream, LG Channels, available on LG Smart TVs, Fubo, Xumo Play, and LiveTVx, available on Google devices. 

 

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DC This Week Roundup – Friends and Foes https://geekdad.com/2025/02/dc-this-week-roundup-friends-and-foes/?utm_source=rss&utm_medium=rss&utm_campaign=dc-this-week-roundup-friends-and-foes Wed, 19 Feb 2025 13:30:18 +0000 https://geekdad.com/?p=430712 Discover what twists and turns await in Titans #20, Catwoman #73, Milestone Universe: The Shadow Cabinet #4, and DC Horror Presents Creature Commandos #5.

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Titans cover, via DC Comics.

Titans – John Layman, Writer; Pete Woods, Artist

Ray – 8/10

Ray: This new run on Titans continues its focus on emotions, as Raven’s powers are now spilling out to the rest of the world – heightening emotions based on whatever she’s feeling at any given moment. This has caused strife among the Titans – but it’s also caused odd emotional connections, like Roy and Donna briefly reviving their romantic bond. When Raven and Beast Boy go out on a date, the entire park goes haywire due to a combo of anti-meta bigotry and Raven’s powers – leading Beast Boy to have to “go Quokka” to calm the crowd down. This is the funniest scene of the issue, but a lot of it is pretty wordy, with the team arguing over what’s going on and seeking out the help of Bumblebee. The team does seem to be getting along a little better this episode, and there’s a clever twist at the end that reveals what’s really going on, so this arc may be picking up momentum.

Catwoman cover, via DC Comics.

Catwoman – Torunn Gronbekk, Writer; Marianna Ignazzi, Artist; Patricio Delpeche, Colorist

Ray – 8/10

Ray: Catwoman’s globetrotting adventure continues, as she moves from Russia to Japan in search of more old friends and old enemies. Taking on another new identity and meeting some allies in the meantime, she carefully infiltrates her way into another social circle. The interesting part of this title is the way it shows some skills that Catwoman really doesn’t get to show off too often. She’s a master of disguise and a master manipulator as much as she is a superhero. There are some interesting subplots here, like her meeting with an old master who might be one of the few people she truly trusts, but the problem is, it at times feels like we’re only getting glimpses of a whole life that we never got to see Selina lead. This is one of the more low-key issues of the series, with action bursting out towards the end in a surprisingly violent way. It’s intriguing, but I feel like this whole thing might play better in graphic novel format.

Milestone Universe: The Shadow Cabinet cover, via DC Comics.

Milestone Universe: The Shadow Cabinet – Joseph P. Illidge, Writer; Darryl Banks, Atagun Ilhan, Ray-Anthony Height, Artist; Chris Sotomayor, Colorist

Ray – 8.5/10

Ray: For a miniseries that was only four issues, this story packed an enormous amount of story and a ton of characters in. That’s both it’s biggest strength and its biggest weakness, as it has a great sense of scope and scale – and an incredibly fast pace. Edwin Alva has turned out to be not so dead after all, and while his estranged sister Angela makes moves behind the scenes, he’s been turned into a cosmic being that threatens all of Dakota. His return didn’t have much buildup, but the real heart of this issue is watching the heroes reunite and work together. Icon and Rocket sorting things out and proving why they’re an iconic duo is great, as is Static finding his groove and returning to the role of hero. At around 30 pages, this oversized finale delivers in a lot of ways, but it leaves some key stuff unresolved, like Hardware’s future. This isn’t a flawless story, but it makes me hopeful that more stories by this creative team are coming.

DC Horror Presents Creature Commandos cover, via DC Comics.

DC Horror Presents Creature Commandos – David Dastmalchian, Writer; Jesus Hervas, Artist; Alex Guimaraes, Colorist

Ray – 7.5/10

Ray: For the last few issues, we’ve been introduced to the different members of the Creature Commandos, each of which has a twisted and tragic story. Now that the team is together, it’s time for them to take on Brainiac. This is the most action-packed issue of the series left, with some great battle segments and a not-surprising level of violence given the horror brand on the title. We get some flashbacks to the origins of the doctor supervising them, but there isn’t much in the way of insight beyond finding out that she’s kind of a workaholic. With one issue to go, General Eiling seems to be shifting into the role of the main villain here, viewing the creatures as a threat to his men. The various members of the team are intriguing, but since their focus issue, they don’t have all that much to do beyond be a team player. It just doesn’t have the same energy of the recent brilliant TV series, which took this concept to the max.

To find reviews of all the DC issues, visit DC This Week.

GeekDad received this comic for review purposes.

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Review – Challengers of the Unknown #3: Curse of a Powerful Brain https://geekdad.com/2025/02/review-challengers-of-the-unknown-3-curse-of-a-powerful-brain/?utm_source=rss&utm_medium=rss&utm_campaign=review-challengers-of-the-unknown-3-curse-of-a-powerful-brain Wed, 19 Feb 2025 13:20:37 +0000 https://geekdad.com/?p=430710 It's Prof's turn to shine - and what he discovers on a mysterious island may spell the end of the Challengers.

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Challengers of the Unknown cover, via DC Comics.

Challengers of the Unknown – Christopher Cantwell, Writer; Sean Izaakse, Amancay Nahuelpan, Artists; Romulo Fajardo Jr, Colorist

Ray – 9/10

Ray: This book continues to be an intriguing, slow-burn mystery with each issue focusing on a different member of the Challengers as they investigate strange anomalies. This issue’s focus is on Walter Haley, better known as Prof – the “mad genius” of the Challengers. This charismatic scientist has been working with the Atoms at the fringes of the Atom Project, but has become increasingly worried about the strange quarantining of his fellow Challengers and the mysterious ailment of Kenn Kawa. He’s deputized with the Atoms by Mister Terrific to visit the primordial Dinosaur Island, where something odd has been happening – the land that never evolves has started evolving at an unnatural pace. And after landing on the island, the trio of geniuses is greeted not by ravenous dinosaurs (although those are there too) but by a pair of Cro-Magnons who now seem to be even smarter than the scientists meeting them.

Mysteries unlocked. Via DC Comics.

The source of this strange phenomenon soon turns out to be a cosmic being who has been evolving the island deliberately – and claims to be the future version of Prof, giving him a hint of what he could evolve into. But we never see what’s under his mask, and he just seems a bit too manipulative for me to really buy exactly what he’s saying. He teases Prof with just enough knowledge of what he could achieve to set Walter off into becoming obsessive, leading the two Atoms to hold him off as he might not be in his right mind. The whole fiasco leads Mr. Terrific to cut him off from the highest security clearances before being quarantined with the rest of the Challengers. These issues fit a pattern, and there’s something going on – and Michael Holt definitely seems to be at the center of it. It’s an interesting format for a book, and one that is slowly unraveling a fascinating mystery.

To find reviews of all the DC issues, visit DC This Week.

GeekDad received this comic for review purposes.

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Review – Batman/Superman: World’s Finest #36 – War Under the Sea https://geekdad.com/2025/02/review-batman-superman-worlds-finest-36-war-under-the-sea/?utm_source=rss&utm_medium=rss&utm_campaign=review-batman-superman-worlds-finest-36-war-under-the-sea Wed, 19 Feb 2025 13:10:29 +0000 https://geekdad.com/?p=430708 Batman/Superman: World’s Finest #36 – Mark Waid, Writer; Adrian Gutierrez, Artist; Tamra Bonvillain, Colorist Ray – 9/10 Ray: One of the best things about Mark Waid’s writing is how good he is at combining elements of the DCU that you’d never think would go together. It was the strength of his previous stint on Brave […]

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Batman/Superman: World’s Finest cover, via DC Comics.

Batman/Superman: World’s Finest – Mark Waid, Writer; Adrian Gutierrez, Artist; Tamra Bonvillain, Colorist

Ray – 9/10

Ray: One of the best things about Mark Waid’s writing is how good he is at combining elements of the DCU that you’d never think would go together. It was the strength of his previous stint on Brave and the Bold, and it carries over into this flashback series. This issue takes us down to Atlantis, which is now composed of two rival cities. Superman and Batman are investigating a strange undersea plague – one that has Aquaman’s city of Poseidonis in a panic, and has the rival city of Tritonis planning for war. King Ronal, Lori Lemaris’ husband, is gung-ho to take over his rivals, and the end of last issue saw the heroes unmask the Floronic Man as the true culprit – but the evil plant-man has thought well ahead and already spread the plague in a way that will maximize. As Aquaman battles to keep his throne and Batman and Robin try to get ahold of Woodrue and get answers for him, Superman finds himself trapped by magic.

Rise of the Floronic Man. Via DC Comics.

Superman and Lori Lemaris’ romance was really only a footnote in the larger scheme of things, but it’s fun how often it comes back and makes things awkward. While Lois is usually unbothered by it, the same can’t be said for Ronal, who seems jealous and unstable – maybe a consequence of the plague, or maybe he’s just a jerk. Lori manages to help free Superman from the bonds, but the new connection between them threatens to cause much deeper consequences for the battle. Superman is still single here and Lori is an unhappy arranged marriage, remember. But the battle with the Floronic Man takes an exciting twist when it brings in the other major player in the Green at this point – adding some fantastic visuals from Adrian Gutierrez. He nicely changes up his style or a flashback segment as well. This arc is just pure, old-school epic DC fun.

To find reviews of all the DC issues, visit DC This Week.

GeekDad received this comic for review purposes.

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Review – Batman and Robin: Year One #5 – Master of Disguise https://geekdad.com/2025/02/review-batman-and-robin-year-one-5-master-of-disguise/?utm_source=rss&utm_medium=rss&utm_campaign=review-batman-and-robin-year-one-5-master-of-disguise Wed, 19 Feb 2025 13:00:24 +0000 https://geekdad.com/?p=430706 As Dick Grayson's school issues escalate, an old friend of Bruce Wayne's returns - behaving unlike himself.

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Batman and Robin: Year One cover, via DC Comics.

Batman and Robin: Year One – Mark Waid, Writer; Chris Samnee, Artist; Matheus Lopes, Colorist

Ray – 9.5/10

Ray: This continues to be one of the most entertaining depictions of the early days of the Batman/Robin partnership I’ve ever seen, combining heart-pounding action with lighter moments – such as the first segment here, where Bruce has to pick up Dick after the boy almost immediately gets suspended from school. Turns out he really didn’t take kindly to the teacher referring to the class as a “circus”. A few threats later, Batman and Robin are back on track, as they continue to hunt down the Grimaldi crime family and his mysterious associates – one of whom seems to be a master of disguise. After a discussion with Commissioner Gordon, Batman sends Robin home and takes his investigation into a new realm – the world of high society, as he meets up with an old friend who has made the radical decision to liquidate much of his business empire and start a new chapter. Except something seems a bit off…

Booted. Via DC Comics.

The cover gives it away, but the main villain in this issue is Clayface. Not the tragic actor turned hulking beast Basil Karlo, but the much smarter and more ruthless Matt Hagan, who has a vibe similar to a horror villain. Chris Samnee has been doing amazing work since the start of this miniseries, but this may be his best yet, as he perfectly captures the vibe of this shambling mutant monster who kills people and then steals their appearances to take over their lives. And it makes sense that Batman would want to keep Robin out of this high-stakes investigation – but Robin is not likely to listen, and soon sets out on his own quest. This brings him into a trap set by the Grimaldis, as our main villain plans to use him as bait to bring Batman to him. Great penultimate issue setting up a tense showdown, and likely to be one of the defining stories of the Batman/Robin alliance and how it began.

To find reviews of all the DC issues, visit DC This Week.

GeekDad received this comic for review purposes.

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Review – Nightwing #123: Getting Buggy https://geekdad.com/2025/02/review-nightwing-123-getting-buggy/?utm_source=rss&utm_medium=rss&utm_campaign=review-nightwing-123-getting-buggy Wed, 19 Feb 2025 12:50:38 +0000 https://geekdad.com/?p=430704 Nightwing descends into the lair of the Flyboiz, and discovers Bludhaven's darkest secret.

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Nightwing cover, via DC Comics.

Nightwing – Dan Watters, Writer; Dexter Soy, Artist; Veronica Gandini, Colorist

Ray – 9/10

Ray: Nightwing has spent this entire run mired in an increasingly complicated gang war, and it’s not getting any better. The shady Spheric Tech – overseen by a mysterious villain with ties to the circus life that Dick came from – is digging its claws deeper and deeper into the city, and now tries to cut a deal with Mayor Grayson-Lin as she faces a political challenge from a corrupt opponent with ties to Blockbuster. Dick, meanwhile, has tried to position himself between the gangs and has firmly aligned himself with the Teddies, mostly composed of teen runaways. But now the Flyboiz, a strange gang of mutants, is making moves on their territory and the young gang members are getting ready to go to war. After convincing them to hold off for now, Nightwing decides to head into enemy territory himself – and finds that things have deteriorated in a big way for the gang of mutants.

New enemies. Via DC Comics.

The headquarters of the Flyboiz isn’t so much a gang base as it is a horror show, with the bunker guarded by mysterious hulking mutants who seem to have drifted further and further away from humanity. So Dick descends into a darkened underground bunker that turns out to have ties to one of the darkest days in DC history. This is another great example of how all the writers now are leaning into comic history in a way we rarely see. This is also the first issue of the run that feels like Dan Watters is allowed to bring back his taste for deeply unsettling horror, instead of the more straight-forward superhero run he’s been doing until now. Mutant fly gangsters is one of those things that could be either ridiculous or creepy, and this issue takes it a long way towards the latter. This run is still overall very strong, but I feel like it needed this issue to really show the darker directions it’s going.

To find reviews of all the DC issues, visit DC This Week.

GeekDad received this comic for review purposes.

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Review – The Question: All Along the Watchtower #4 – Cyborg Infiltration https://geekdad.com/2025/02/review-the-question-all-along-the-watchtower-4-cyborg-infiltration/?utm_source=rss&utm_medium=rss&utm_campaign=review-the-question-all-along-the-watchtower-4-cyborg-infiltration Wed, 19 Feb 2025 12:40:37 +0000 https://geekdad.com/?p=430702 The villain has been unmasked - but now he controls the entire Watchtower and many of its inhabitants.

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The Question: All Along the Watchtower cover, via DC Comics.

The Question: All Along the Watchtower – Alex Segura, Writer; Cian Tormey, Raul Fernandez, Artists; Romulo Fajardo Jr, Colorist

Ray – 9/10

Ray: This has been one of the fastest-paced comics coming out of DC’s lineup right now, setting Renee Montoya up as the DCU’s new top detective – and immediately plunging her into a high-stakes mystery in the Watchtower. After three issues of attempted murders, betrayals, and close calls, the culprit has finally been revealed. Cyborg Superman has tapped into the power of the Phantom Zone, controlled all robotic and cybernetic heroes on the tower, and begun possessing human heroes to attack fellow League members. And now that Renee has exposed his plan – things are only getting more dangerous. The villain has taken complete control of the tower’s mainframe, allowing him to control the very structure, and has begun hunting the only person who knows it’s him. Soon enough, Renee winds up captured – alongside her ex-girlfriend, Batwoman, who things are still…complex with.

Unmasked. Via DC Comics.

Renee has been holding it together until now, but losing on this scale leads to a bit of a breakdown. I like how Segura, in this series and the prequel anthology story, has not shied away from the level of trauma that Renee has endured and the scars it’s left. Even if she and Kate aren’t back together here, it’s nice to see the bond the two of them still share and how Kate is there when it counts. Animal Man joins the team after being snapped out of his possession by some very intense questioning involving his family and the darkest chapter of his life, and the trio is able to make it closer to Cyborg’s inner sanctum – with the Watchtower itself seeming to conspire against them as they make their way inward. Great visuals, very intense storytelling, even if this issue does feel a little bit like a transition point to get them from the end of the last battle to the final showdown.

To find reviews of all the DC issues, visit DC This Week.

GeekDad received this comic for review purposes.

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Review – The New Gods #3: Change of Leadership https://geekdad.com/2025/02/review-the-new-gods-3-change-of-leadership/?utm_source=rss&utm_medium=rss&utm_campaign=review-the-new-gods-3-change-of-leadership Wed, 19 Feb 2025 12:30:36 +0000 https://geekdad.com/?p=430700 As the battle for Apokalips heats up, Scott Free and Big Barda begin an epic quest.

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The New Gods cover, via DC Comics.

The New Gods – Ram V, Writer; Riccado Federici, Evan Cagle, Artists; Francesco Segala, Colorist

Ray – 9.5/10

Ray: Ram V’s comics always have a sense of scale that’s hard to match, from the centuries-spanning power struggle of his Detective Comics to the cosmic battle of wills that unfolded in Swamp Thing. But none has ever matched what unfolds in this run, as the legacies and sins of past worlds come back to haunt the new one. Evan Cagle gets some rest this issue, as he draws less than half the issue – but he packs a lot into the present day segments. As a ruthless new leader takes the throne of Apokalips by brute force and prepares to launch a war on New Genesis, Scott and Barda find an unlikely partner – Oberon, the eccentric dwarf who was a key part of the old Justice League International run that they played a part in. Barda is less than amused, but he joins them as the search for the little boy who might just be the key to the upcoming war escalates.

The ascent. Via DC Comics.

So what makes up the rest of the issue? Only a cosmic battle of Gods long gone, from the dying days of the Second World. These chapters of the DCU are only briefly glimpsed in the past, but they’re brought to live brilliantly here through the pens of Riccardo Federici, the painterly artist known best for his world on The Last God, Phillip Kennedy Johnson’s acclaimed dark fantasy-horror series. Here, he gets to lean into many of those same instincts, with some of the Gods being pretty far from human and some of the betrayals and tortures being on the extreme side. But this story leans more into classic mythology for its vibe, with brilliant visuals and haunting secrets. Along the way, the truth of just how this ties into the events of the current world come into focus, and the stakes seem higher than ever. This is definitely one of the most fascinating and ambitious books on the stands right now.

To find reviews of all the DC issues, visit DC This Week.

GeekDad received this comic for review purposes.

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Review – Jenny Sparks #7: Last Call https://geekdad.com/2025/02/review-jenny-sparks-7-last-call/?utm_source=rss&utm_medium=rss&utm_campaign=review-jenny-sparks-7-last-call Wed, 19 Feb 2025 12:20:23 +0000 https://geekdad.com/?p=430698 The strange tale of Captain Atom comes to a close, as Jenny Sparks discovers what awaits outside the bar doors.

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Jenny Sparks cover, via DC Comics.

Jenny Sparks – Tom King, Writer; Jeff Spokes, Artist

Ray – 9/10

Ray: Easily the strangest book Tom King has ever done, this title has played with time and perception in a way only Mister Miracle really has before. Each issue finds Jenny and Captain Atom locked in a complex battle of wills in a bar out of time, along with a small crop of ordinary people as hostages. Last issue ended with Captain Atom seemingly eliminating the rest of the universe leaving them the only living beings floating in a void – something that does not go over well with the hostages, given that they all had loved ones on the outside. This is enough to finally push some of them too far – and with nothing to lose, they rebel against their captor, turning the tables. With Atom not prepared, the issue takes a turn, with some of the densest storytelling of the run told in around 8 fractured panels per page. It’s an interesting experiment, and one that feels well-earned by this point.

Smoke break. Via DC Comics.

Then things take another strange turn that finds Jenny and Atom alone, without the other characters, as Jenny tries to grapple with what it means to have outlived the 20th century by so much. It’s by far the most existential narrative Tom King has ever done, and it all seems to center around the never-ending barrage of chaos that the 21st century has felt like. King has used this book to exorcise a lot of the demons we’ve all got hanging over us. And then it all comes to an end – and circles around back in a way that makes the timeline of the series a little clearer. But only a little. That’s the thing – to go on this ride, you really need to be in sync both with what King is feeling about the world and with the strange cosmic vibe of the Wildstorm Universe. That makes it feel like by far the most personal book King has written since The Sherrif of Babylon, but it’s worth going along for the ride.

To find reviews of all the DC issues, visit DC This Week.

GeekDad received this comic for review purposes.

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Review – Wonder Woman #18: War at the White House https://geekdad.com/2025/02/review-wonder-woman-18-war-at-the-white-house/?utm_source=rss&utm_medium=rss&utm_campaign=review-wonder-woman-18-war-at-the-white-house Wed, 19 Feb 2025 12:10:56 +0000 https://geekdad.com/?p=430696 Wonder Woman takes the battle to the Sovereign at his final base - with one last enemy in her way.

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Wonder Woman cover, via DC Comics.

Wonder Woman – Tom King, Writer; Daniel Sampere, Artist; Tomeu Morey, Colorist

Ray – 9.5/10

Ray: This is the longest run Tom King has done on a book since his epic, controversial Batman run, and there have been certain running themes that go through it. One of them is that Wonder Woman, when she truly believes in something, is unstoppable and implacable. The second issue of this series showed that off in epic style, and the penultimate issue of this first arc revisits it as Diana marches on the White House. She’s taken down the Sovereign’s empire piece by piece, and now she’s marching on the man himself. The idea of an unelected, mad oligarch taking the White House for himself seems…more relevant than it did a few months ago, but this is likely just an insane coincidence. What isn’t is just how intense this issue is. There’s a brief, funny segment of the Wonder Girls babysitting a baby Trinity (and all the mess that entails), but it’s the only moment of lightness in this.

Last stand. Via DC Comics.

Instead, we see Diana as she tears through everything in her way. First, a literal wave of gunfire by the Secret Service and military. Then, the despicable Sgt. Steel, who attempts to leverage the lives of Amazon prisoners to stop her. Then, the revamped General Glory, here a puppet of the government and likely brainwashed and experimented on. Diana wastes little time on him, but shows a bit more mercy. And finally, the sadistic Grail, who has been waiting months for a rematch and is surprised to see Cheetah enter the fray instead. And over it all is the Sovereign’s narration, lamenting his loss and still completely unaware of how much he deserved everything that’s coming to him. This issue and this arc in particular is perfectly paced, and the final issue has left plenty of room to discover new twists. I have no idea what King’s next act is, but it’ll have a lot to live up to after this year-plus of stories.

To find reviews of all the DC issues, visit DC This Week.

GeekDad received this comic for review purposes.

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Review – Zatanna #1: Magic Happens https://geekdad.com/2025/02/review-zatanna-1-magic-happens/?utm_source=rss&utm_medium=rss&utm_campaign=review-zatanna-1-magic-happens Wed, 19 Feb 2025 12:00:30 +0000 https://geekdad.com/?p=430662 Jamal Campbell brings Zatanna's strange magical world to life, as a deadly supernatural force invades her theater.

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Zatanna cover, via DC Comics.

Zatanna – Jamal Campbell, Writer/Artist

Ray – 10/10

Ray: Jamal Campbell has basically been doing the grand tour of DC over the last few years, drawing on Naomi, Far Sector, and Superman among other books and specials. So I was excited to see what he could do as a solo writer/artist – although that pivot from creators is never a guarantee. The choice of Zatanna was also a bold move – the character has recently had a Black Label series, but hasn’t had a main line DC book in a while. You put that together, and what emerges from this first issue is…incredible. This is one of the most visually inventive books to come out of DC in some time, and it makes brilliant use of Zatanna’s history as a superhero and a stage performer.

Days of magic. Via DC Comics.

We catch up with Zatanna as she prepares for a show in the storied Terpsichore Theater, where her father and countless other magicians performed. She practices tricks, helps a young assistant get his confidence back after a minor mishap, and shares some lore about past magicians – including the mysterious Lady in White, an illusionist and jack of all trades who died under mysterious circumstances. It’s all a day in the life – until the posters in the theater suddenly start coming to life, pulling the various crew members into real-life horror shows pulled form classic movies. And in each of them, a pair of mysterious white hands trying to ensure their victims never leave.

Campbell is best known as an artist, of course, so it’s no surprise that the art steals the show here. It transforms for every visit to another world, mimicking the unique style of that genre as Zatanna pulls one backwards-spell after another out of her hat. She’s able to get one person after another back until she tracks down the last one, this one being held by the Lady herself. As she tries to figure out the villain’s motivation, a shocking betrayal sends the story spiraling in a new direction and gives us an epic cliffhanger to set up next month. There are so many plot seeds here, and many are just beginning to be explored. This is a fantastic first issue that does everything a great pilot should to keep readers coming back.

To find reviews of all the DC issues, visit DC This Week.

GeekDad received this comic for review purposes.

Click through to read all of "Review – Zatanna #1: Magic Happens" at GeekDad.If you value content from GeekDad, please support us via Patreon or use this link to shop at Amazon. Thanks!

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430662
Kickstarter Tabletop Alert: Busy Bees Build ‘Propolis’ https://geekdad.com/2025/02/kickstarter-tabletop-alert-busy-bees-build-propolis/?utm_source=rss&utm_medium=rss&utm_campaign=kickstarter-tabletop-alert-busy-bees-build-propolis Tue, 18 Feb 2025 16:00:46 +0000 https://geekdad.com/?p=430566 Propolis box coverDeploy your worker bees, collect pollen, and build the most glorious hives!

Click through to read all of "Kickstarter Tabletop Alert: Busy Bees Build ‘Propolis’" at GeekDad.If you value content from GeekDad, please support us via Patreon or use this link to shop at Amazon. Thanks!

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Deploy your worker bees, collect pollen, and build the most glorious hives!

What Is Propolis?

Propolis is a material made by bees, a mixture of beeswax and spit and plant substances, to fill gaps in their hives. Propolis—the primary subject of this post—is a bee-themed worker placement game for 1 to 4 players, ages 10 and up, and takes about 15–30 minutes to play. (According to the box, at least—I’ve found it generally takes a bit longer than that particularly if you have more players, but presumably it will get faster as players are more experienced.) It’s currently seeking funding on Kickstarter, with a pledge level of $ for a copy of the game. (The Kickstarter campaign is for two different titles—you can check out my review of Point Galaxy here.) Propolis also includes elements of area control, tableau building, and engine building—but we’ll get to all that later.

Propolis was designed by Molly Johnson, Robert Melvin, and Shawn Stankewich and published by Flatout Games with AEG, with illustrations by Dylan Mangini.

New to Kickstarter? Check out our crowdfunding primer.

Propolis components
Propolis components. (Prototype shown) Photo: Jonathan H. Liu

Propolis Components

Note: My review is based on a prototype copy, so it is subject to change and may not reflect final component quality.

Here’s what comes in the box:

  • 4 Player boards
  • 60 Structure/Landscape cards
  • 12 Starting Structure/Queen’s Palace cards
  • 16 Solo Mode cards
  • 48 Worker Beeples (12 per player color)
  • 24 Resource markers(6 per player in 6 different colors)

Kickstarter backers will also get the mini-expansion included, which adds 4 more starting/palace cards and 12 more structure/landscape cards.

Propolis structure cards
Structure cards. (Prototype shown) Photo: Jonathan H. Liu

All of the cards are double-sided: the bulk of the cards have structures on one side and landscapes on the other. Structures (seen above) are cute little buildings with names like “Marigold Blacksmith” and “Coneflower Bakery.” Each one has the cost to build it at the bottom (a combination of beeples and pollen), and then what it provides at the top. They can generate points, permanent resources, or provide one-time bonuses like extra beeples or pollen. Structures are labeled with a letter from A to D—the typeface is meant to give it that medieval look, but can be a little harder to read at a distance or if you’re sitting at a weird angle from the market.

Propolis landscape cards
Landscape cards. (Prototype shown) Photo: Jonathan H. Liu

The backs of the structures are landscape cards—these are where you’ll send your beeples to gather resources. The hex spaces correspond to the five different types of flowers where you can collect pollen. Green circles (showing a bee) are where you can get more beeples, and the grey square spaces are for trading resources. The areas of the cards are distinguished by color and icon, as well as the background illustrations. One thing that I didn’t see anywhere in the rulebook was names for the five different flowers—the yellow ones look like sunflowers and the purple is lavender, but we weren’t entirely sure what to call the others, so mostly we just referred to them by color name. I think it would add just a little more of the flavor to identify the flowers by name.

Propolis starting structures
Starting structure cards. (Prototype shown) Photo: Jonathan H. Liu

The smaller set of cards is starting structures and Queen’s palaces. Starting structures are a little basic hive. Each one shows you some number of starting resources at the bottom of the card, and at the top there’s a letter and also a permanent resource—that gives you a discount any time you want to build something that requires that resource. The starting structures all have the same type of scoring: 2 points for a set of two particular letters. It’s likely that you’ll have at least some overlap with other players for the letters that you want, and it’s even possible for two players to have the exact same requirements (though with other differences in the structures).

Propolis Queen's Palace cards
Queen’s Palace cards—you don’t have to build one, but they’re quite nice. (Prototype shown) Photo: Jonathan H. Liu

The backs of the starting structure cards show Queen’s Palaces. Each player may only build one of these at most, and they are the hardest to build—they require beeples and a number of permanent resources, which means you’ll have to build a lot of other structures first instead of just collecting pollen. They’re worth 3 or 4 points each, but the big bonus is that they are a wild letter—at the end of the game you can decide which letter will give you the biggest benefit.

Propolis beeples
Worker beeples. (Prototype shown) Photo: Jonathan H. Liu

The worker beeples are very cute, and designed so they can be placed standing up or flat. The resource markers are little wooden hexagons, which slot nicely into the player board cutouts so you can track your various resources. The player boards have tracks for all of your pollen, plus a smaller track in the bottom corner for wild resources.

The whole thing comes in a small box—although the game ends up taking quite a bit of space on the table, it’s primarily cards and so it doesn’t take up a lot of space when packed up. The player boards are the largest components, sized to fit in the same box dimensions as Point Salad (and many of Flatout Games’ other titles).

How to Play Propolis

You can download a draft of the rulebook here.

The Goal

The goal of the game is to score the most points by building structures.

Propolis central market setup
Central market setup for 4 players. (Prototype shown) Photo: Jonathan H. Liu

Setup

The central area is set up with Queen’s Palace cards, the landscape, and a structure market. Set out a number of Queen’s Palace cards face-up based on the player count, and put the rest away in the box. For the landscape, shuffle the landscape deck and lay out 2 or 3 rows of 4 cards each—the number of rows depends on the player count. Finally, deal out 10 structures face-up to form a market. Set the deck nearby.

Propolis player setup
My starting structure gives me 4 orange pollen, plus a permanent orange resource. (Prototype shown) Photo: Jonathan H. Liu

Each player gets a player board and a random starting structure, which shows their starting resources, marked on your player board. Everyone takes 9 of their beeples into their personal supply, and puts the other 3 near the landscape cards. The starting structures are numbered at the bottom right—the player with the lowest number goes first, and play goes clockwise from there.

Gameplay

On your turn, you take one of these actions: Deploy, Fortify, Retreat, Construct Structure, or Construct Queen’s Palace.

Propolis deploying beeples onto Landscape cards
Place beeples onto empty cards to gain resources, beeples, or trade resources. (Prototype shown) Photo: Jonathan H. Liu

Deploy: choose an empty landscape card, and place up to 1 beeple per space, and then gain those resources. Hexes provide pollen, green circles give you more beeples from the main supply, and grey spaces let you trade pollen for other pollen. Note that you do not have to fill a card, but you cannot place beeples on a card that already has any beeples on it, even your own.

If you place beeples on the last remaining card in a row, you gain 1 wild resource, and then there will be a check for majority at the end of your turn (explained later).

Propolis fortify
The teal player has fortified two beeples, gaining more pink pollen. (Prototype shown) Photo: Jonathan H. Liu

Fortify: Choose any two of your beeples on the landscape and fortify them, and regain those resources/bonuses.

(Note: the rules say to deploy them standing up, and then lay them down when you fortify, but my gaming group all agreed that it’s easier to place a bunch of bees flat and then only stand up the fortified ones—plus it seems to make more sense visually—so that’s what my photos show.)

Retreat: remove any number of beeples from the landscape and put them back into your personal supply. You may leave any number of your beeples on the landscape.

Propolis construction example
I have enough resources to build this Trillium Shop. (Prototype shown) Photo: Jonathan H. Liu

Construct Structure: Spend the resources to build one of the structures from the market, placing it in front of you, and then refill the market with a new structure. Permanent resources on your existing structures act as a discount, and wild resources may be spent as any color pollen. For instance, in the photo above, the Trillium Shop costs 2 beeples, 3 orange pollen, and 3 pink pollen. I have plenty of beeples, and since my starting structure provides 1 orange pollen, I only need to spend 2 from my supply. I only have 1 pink pollen, but I do have 1 wild pollen as well, so that covers the pink cost. After building this, I now have a permanent wild resource that can be used each time I construct.

Construct Queen’s Palace: Build one of the Queen’s Palace cards from the market. Note that Queen’s Palaces may only be build using permanent resources, not pollen from your supply. Each player may only have one Queen’s Palace.

Propolis completed row
This row is now filled, and teal has the majority. (Prototype shown) Photo: Jonathan H. Liu

At the end of your turn, check to see if any of the landscape rows has been filled—that is, there are no completely empty cards. (It’s okay if some of the cards have empty spaces, as long as they aren’t totally empty). If so, then you will check for majority to see who controls the row. Count the number of beeples each player has in that row, with fortified beeples counting as 2. Whoever has the majority will get all of their beeples from that row back to their supply, and can earn 1 wild resource if they weren’t the active player this turn.

Then, remove the right-most empty card and discard it. Slide everything to the right to fill gaps, and refill the row from the deck. It’s possible for there to be a tie for majority—in that case, nobody earns a wild resource and no beeples are removed. The tie may be broken on a future turn if somebody fortifies in that row, or retreats some workers.

In the photo above, the teal player just filled the row on their turn, so they earned 1 wild resource for doing so. They have the majority now (8 to 2) but since they’re the active player, they do not earn another wild resource. They’ll clear all of their beeples from this row. The pink/yellow landscape card at the right will be discarded, and a new landscape card will be refilled on the left side of the row.

Game End

When any player has built 10 structure cards (including their starting structure and Queen’s Palace), finish that round so that all players have had the same number of total turns. Then score!

Some structures have a flat score. Some, including your starting structure, score points for specific sets of letters that you’ve built. Finally, there are structures that will score points based on pairs of resources—these count both permanent resources and pollen left in your supply. (If you have wild resources left over, you may count each one as any single pollen.)

You also score your total remaining resources on your board (not permanent), divided by five.

The player with the highest score wins, with ties going to the player with the most remaining resources, and then the most remaining wild resources.

Propolis structure and landscape cards
Propolis cards. (Prototype shown) Photo: Jonathan H. Liu

Why You Should Play Propolis

There’s a part of me that wonders if the initial spark for Propolis was a bit of wordplay: “propolis” as a bee’s construction material, “-opolis” as in cities, worker bees and worker placement. Whatever the origins, the results are a clever blend of mechanics that makes this small game feel like something a bit bigger.

Propolis‘ combination of worker placement to collect resources with area control in the fields is an interesting twist on the genre. The area control kind of sneaks in there—at first, you’re just placing bees to get resources you want, and maybe you fortify because you really want another lavender and there isn’t another free space on the board. But as the landscape starts to fill up, you realize that going in one location may give you resources you want, but will give another player a wild resource and their bees. Another location might not have the resource you want, but you could get a whole pile of bees back into your supply. But is it better to wait it out and see if somebody else might earn you a wild resource?

Fortifying can also be used as a stalling tactic when you’re low on beeples in your supply, because it always feels like something went wrong when you have to retreat, taking a turn just to take some bees back. If you fortify enough times, maybe you can wait out somebody filling up a row where you’ll have majority control.

Understanding how the cards will clear out after majority is also important, because it can let players manipulate the landscape a little bit. You can see by the lengths of the resource tracks on the player boards the relative rarity of the different pollens—there are the most yellow spaces, and the fewest purple. Of course, there’s still luck involved, since some cards will end up getting flipped over as structures, in which case they’ll never return to the landscape rows. In some games, I’ve seen players take up positions simply to help particular cards stick around a little bit longer after majority is checked.

Propolis at OrcaCon
Playing Propolis at OrcaCon (note that this with an older ruleset with 4 rows of landscape cards). (Prototype shown) Photo: Jonathan H. Liu

The engine building comes into play with the structures that have permanent resources. They usually aren’t worth as many points, but if you can find a structure that has a letter you already want and it provides a permanent resource, it can pay off, especially getting it early in the game. Wild permanent resources are particularly valuable, of course, but they often get snapped up as soon as they appear in the market if somebody can afford them. And, of course, since you can only buy a Queen’s Palace using permanent resources, you’ll definitely need to plan ahead to get the right ones. That part reminds me a little bit of Splendor, where you could decide how much you want to go for tiles that generate more resources vs. tiles that just generate more points.

Another strategy is to go after the points combos. If your starting card gives you points for C-D sets, then finding another structure that also scores for the same letters will let you double up. Or, maybe you hedge your bets: get another card that scores for A-B sets, and now you’ve covered your bases. There are even a few that will score 4 points for A-B-C-D; of course, with a maximum of 10 structures, that means you can only score that card twice, but 8 points is still a pretty good chunk in this game.

Finally, there’s the resource strategy (though it’s probably not a good standalone strategy). Leftover resources are worth basically 1/5 of a point each, but there are a lot of structures that will give you points for pairs. If you can get a few of those buildings and combine them with some aggressive resource collection and also build a few of the permanent resources that match, that could end up being pretty valuable as well.

The game does end up being pretty quick (though I haven’t gotten close to that 15-minute mark—maybe for a solo game?), considering how much is going on. It feels a little different from a lot of the other Flatout Games titles since it’s a little closer to a traditional Eurogame than the puzzly drafting games that they’re known for, but overall I think it’s a solid game for players who like games about building things.

For more information or to make a pledge, visit the Propolis Kickstarter page!


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Kickstarter Tabletop Alert: Assemble Your Own ‘Point Galaxy’ https://geekdad.com/2025/02/kickstarter-tabletop-alert-assemble-your-own-point-galaxy/?utm_source=rss&utm_medium=rss&utm_campaign=kickstarter-tabletop-alert-assemble-your-own-point-galaxy Tue, 18 Feb 2025 16:00:10 +0000 https://geekdad.com/?p=430476 Point Galaxy box coverAssemble your own galaxy by building solar systems and populating them with planets, moons, and other celestial bodies.

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Assemble your own galaxy by building solar systems and populating them with planets, moons, and other celestial bodies.

What Is Point Galaxy?

Point Galaxy is a set collection game for 1 to 5 players, ages 10 and up, and takes about 30 minutes to play. It’s currently seeking funding on Kickstarter, with a pledge level of $19 for a copy of the game. Although it’s a followup to Point Salad and Point City, it is not an expansion and you don’t need to be familiar with either of those to enjoy Point Galaxy. (The Kickstarter campaign is for two different titles—you can check out my review of Propolis here.)

Point Galaxy was designed by Molly Johnson, Robert Melvin, and Shawn Stankewich and published by Flatout Games with AEG, with illustrations by Dylan Mangini.

New to Kickstarter? Check out our crowdfunding primer.

Point Galaxy components
Point Galaxy components. (Prototype shown) Photo: Jonathan H. Liu

Point Galaxy Components

Note: My review is based on a prototype copy, so it is subject to change and may not reflect final component quality.

Here’s what comes in the box:

  • 5 Starting Sun cards
  • 5 Player Aid cards
  • 140 Planet/Space cards
  • 24 Rocket tokens
  • Scorepad

Kickstarter backers will also get a mini-expansion included that has 4 more rocket tokens.

Point Galaxy space cards
The space side of the card could be a sun, asteroid, moon, or wormhole. (Prototype shown) Photo: Jonathan H. Liu

The bulk of the game is the cards, which are double-sided. The planet side has a slightly lighter background and always has a planet on it; the space side may have a sun, moon, asteroid, or wormhole, though the bulk of the cards are suns. Planets are numbered from 1 to 7 and have either one or two colors (though there are some grey planets with an X instead of a number), and there are five total colors in the game. The suns and moons are just labeled “sun” and “moon,” but each planet has a unique name, which is kind of fun.

Point Galaxy planet cards
Planets are numbered 1 to 7 (or X), in 5 different colors. (Prototype shown) Photo: Jonathan H. Liu

Each of the colors also has a particular pattern associated with it, used in a little icon in the top left corner of the card, which is intended to help for those who have issues with color vision. We did find, however,  that sometimes it was a little confusing: the pattern on the icon indicates color, but the larger illustration of the planet in the center of the card often uses a different pattern—because those appear to be associated with the number. It’s possible that some of this may get changed before the final product, though, so hopefully in the finished game everything will be easily identifiable.

The rocket tokens are small cardboard tokens, and each one has a particular scoring condition on the back—for the most part the iconography is easy to figure out, though there is a page of clarifications in the rulebook that goes over all of them in detail.

How to Play Point Galaxy

You can download a draft of the rulebook here.

The Goal

The goal of the game is to score the most points by arranging various celestial bodies in your galaxy.

Point Galaxy 4-player setup
4-player setup: the card market on the left, and rocket tokens on the right. (Prototype shown) Photo: Jonathan H. Liu

Setup

Shuffle all of the cards together and remove a number based on the player count. Then divide the rest into three roughly even stacks, space-side-up, and reveal two cards from each stack in columns below the stacks, planet-side-up, forming a market of 6 cards.

Mix up the rocket tokens and draw a number based on the player count. Place these face-up near the card market and return the rest to the box.

Give each player a player aid card—one of them is marked with a starting player icon and that player goes first. Give each player a random starting sun card (marked with an S), which is placed on the table in front of them to start their galaxy.

Point Galaxy galaxy in progress
My growing galaxy; the solar system on the right doesn’t have a sun yet but it has a few planets. (Prototype shown) Photo: Jonathan H. Liu

Gameplay

On your turn, you take two cards from the market one at a time and add them to your galaxy (a tableau area in front of you), without flipping them over. Once collected, cards may never be flipped over to the other side. At the end of your turn, flip cards from the stacks to refill the columns as needed.

Your galaxy will consist of a number of solar systems—each solar system can have at most one sun and one asteroids card, and below that a vertical sequence of planets, moons, and wormholes. Whenever you add cards to a solar system, it must go at the top or bottom of the sequence, never inserted in between cards. Any card except asteroids can be used to start a new solar system.

Here’s a look at the various cards and how they work.

Point Galaxy sun cards
Suns will award points for collecting sets of something in that solar system. (Prototype shown) Photo: Jonathan H. Liu

Suns: The sun is placed above the solar system sequence, and will score points for things that are in its solar system. For instance, your starting sun will give you points for each set of two specific colored planets.

Asteroids: Asteroids must be tucked behind a sun, and each sun card can only have one asteroids card. At the end of the game, asteroids will score points for the players who have the most asteroids cards.

Planets: All of the planets in your solar system must be in a sequence that goes from lowest to highest or highest to lowest, so once you’ve placed your second planet in a system, all the other planets you add will need to go in the same direction even if there are other non-planet cards in the sequence. “X” planets can count as any number.

Point Galaxy moon cards
Moon cards are worth 2 or 3 points if they are placed next to the correct color planets. (Prototype shown) Photo: Jonathan H. Liu

Moons: Moons show either one or two colors on them—they will score if they are placed adjacent to planets of the matching colors. (For the two-color moons, they must be sandwiched between planets of those two different colors.)

Point Galaxy Wormhole example
In the solar system on the right, placing the wormhole lets me add more numbers I skipped over. (Prototype shown) Photo: Jonathan H. Liu

Wormholes: Wormholes reset the number sequence, letting you create a second number sequence of planets on the other side of the wormhole.

Point Galaxy research symbols and rockets
Some cards have research symbols (left) or rockets (right) at the top right corner. (Prototype shown) Photo: Jonathan H. Liu

There are two other features that may appear on cards: rockets and research symbols. Every time you have accumulated 5 rocket icons in your entire galaxy, you get to take one of the rocket tokens, which will score points if you meet the conditions by the end of the game.

Research symbols are the little pennants at the top right of some cards, and they are labeled from A to G. You will get points for collecting different research symbols.

Point Galaxy rocket tokens
Rocket tokens give you end-game points for meeting their conditions. (Prototype shown) Photo: Jonathan H. Liu

Game End

The game ends when there aren’t enough cards to refill the market. (Note that if one of the stacks runs out, divide the biggest remaining stack in half to make a new stack—the game only ends when there aren’t enough total cards in the stacks.) Everyone will have taken 13 turns.

  • Suns score based on the specified sets within their own solar systems.
  • Asteroids score points based on who has the most, second most, and third most—in case of ties, you add up the points for the tied places and split them as evenly as possible.
  • Each solar system will score between 1 and 12 points based on how many different planet numbers are present in that system. Repeated numbers (possible with wormholes) do not score again.
  • Moon cards score their points if they are adjacent to the correct planets.
  • Score between 1 and 12 points based on how many different research symbols you’ve collected across your entire galaxy.
  • Rocket tokens score based on their specific conditions.

The player with the highest score wins, with ties going to the player with the most total rockets.

Point Galaxy finished galaxy
My finished galaxy at the end of the game—three nice solar systems and one lonely planet. (Prototype shown) Photo: Jonathan H. Liu

Why You Should Play Point Galaxy

Point Galaxy sits in a nice spot between the original Point Salad and its immediate successor Point City, going back to the quick-pick card-drafting but providing more complexity in the set collection and scoring options. One of the things that made Point Salad one of our favorites back in 2019 (aside from the dad joke title) was how snappy it was: on your turn, you took one or two cards and that was mostly it. One side had vegetables, and the other had all of the scoring conditions for the veggies, so you had to figure out the balance between getting scoring opportunities and finding the cards to fulfill those conditions. (Not to mention being careful about conditions that would cost you points!)

Point City was a couple steps up in complexity: the card-drafting was from a larger grid and you had to take cards adjacent to each other, and you had to collect resources (one side of the cards) in order to build buildings (the other side of the cards). Scoring opportunities came from some of the buildings, but particularly by completing the civic buildings to get the scoring tokens. I enjoyed Point City but it felt like a big jump from Point Salad.

Point Galaxy goes back to something more like the original card-drafting (the difference is that you always take two cards no matter where they come from), and the sun cards are a little bit like the original scoring conditions. However, the solar systems mean that you have to organize the cards you collect into groups, which can have various effects on the scoring. The rocket tokens are like the civic tokens from Point City: additional scoring opportunities if you can meet their conditions.

Point Galaxy at OrcaCon
Playing Point Galaxy at OrcaCon. (Prototype shown) Photo: Jonathan H. Liu

Grouping the cards into solar systems means there are more considerations when you choose cards. Ideally, you want to hit 7 unique numbers in every solar system to maximize the points, but you also want to collect the specific features that match the sun. Plus it doesn’t hurt to have a few moons in there for extra points. Wormholes generally aren’t points on their own, but they help you fill in numbers that you skipped over earlier, and may have other features like rockets or research symbols. I like the fact that the more central numbers tend to have fewer bonuses like rockets, where as the numbers at the end, 1 and 7, will often have more rockets—if you play one of those, then you’ve finished off that end of your number line, so the timing is important.

Each player is mostly playing their own game—you can’t directly interact with another player’s galaxy. However, the asteroids are a race for the most, so it’s important to keep an eye on how many asteroids other players have. And, of course, there’s good ol’ hate-drafting, where you can take cards from the market that you know will help your opponents. As in Point Salad, it’s also possible to keep somebody from getting a particular card by taking a different card from that column, so it flips over. Don’t want your rival to gain an asteroid but you don’t have room for one yourself? Take a planet from that column, and the asteroid will get flipped over at the end of your turn. (Of course, if the next card revealed is also an asteroid, then that’s just bad luck for you.)

Since you can start a solar system with just about any card, you can also gamble a little—create a solar system that’s all green and blue planets, and hope that you’ll find a sun that scores for those colors! There are also suns that will score for research tags, rockets, or wormholes, so you can try to build up a system that scores well for the planets and moons first, and wait for the right sun to show up later. As with Point Salad, there are a bunch of different things in Point Galaxy that score points, and it’s hard to maximize all of them at once, so a large part of the game is figuring out how to make do with what’s available on your turn, knowing that sometimes you may have to go in a different direction if the stars don’t align.

Overall, I’ve really been enjoying Point Galaxy and the way it captures a lot of the feel of Point Salad but ramped up just a bit. If you’re a fan of the original, it’s definitely worth checking out!

For more information or to make a pledge, visit the Point Galaxy Kickstarter page!

Point Galaxy cards in a grid


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430476
10 Reasons MegaCon Orlando was The Con of My Year https://geekdad.com/2025/02/10-reasons-megacon-orlando-was-the-con-of-my-year/?utm_source=rss&utm_medium=rss&utm_campaign=10-reasons-megacon-orlando-was-the-con-of-my-year Mon, 17 Feb 2025 13:30:33 +0000 https://geekdad.com/?p=430605 With over 160,000 attendees this year and more guests than you can shake a lightsaber at, MegaCon has cemented its place in the hearts of geeks and fans.

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With over 160,000 attendees this year and more guests than you can shake a lightsaber at, MegaCon has cemented its place in the hearts of geeks and fans. I’ve been attending MegaCon since 2002, and as someone who has watched it grow, it has been one heck of a ride. This year was full of reunions, Hollywood guests, and cosplay that was beyond incredible. Let’s get into why MegaCon 2025 was the con of my year. 

    1. Reunions Abound
      Jude Law and the rest of the cast of the Skeleton Crew, former Superman actors, Lethal Weapon (Mel Gibson and Danny Glover), and Twilight all had heartfelt reunions. The Superman panel was particularly intriguing, with the panel being asked the ever-important “trunks or no trunks” question. Surprisingly enough, most said trunks.
    2. Matthew Lillard
      Matthew Lillard is known for being a favorite among his fans for his personality and friendly nature with everyone. In his panel, he talked about how the Shaggy “walk” was created and demonstrated the process for the crowd. A funny part in the panel was when he started to demonstrate, only to see a Shaggy cosplayer leaving the panel. He called him out in his friendly way, “I’M ABOUT TO SHOW YOU HOW TO WALK!” There wasn’t a fan who met him that didn’t leave with a smile and a memory that would last a lifetime.
    3. Superman Of My Heart
      I’ve already mentioned the Superman reunion in number 1, but this is more of a personal moment. My husband has an autograph from every actor who has played Superman (live and animated) on TV. This year, Brandon Routh came to MegaCon, and this was his first time meeting a movie screen Superman actor. The wait was worth it because Brandon took a good five minutes with my husband and I was able to tell my own Superman story. Before we left, Brandon came from behind the table and gave me and my husband both tight, loving hugs. We walked away feeling like we could fly.
    4. Sooooo Many Panels
      This year, the convention was held at the Orange County Convention Center, North/South side. This is the newer part of the convention center area and MegaCon took up the entire thing. I like this side because it’s more spread out and there’s plenty of natural light. It also means more panels because of the extra space. My husband stuck to the Superman, Cosplay, and Paranormal panels, while I was interested in the theme park track. He learned about the haunted Florida side of things while I dove into the science of theme parks. This is usually a weekend we spend together, but thanks to the variety of panels and tight schedules, it was more of a “let’s meet at dinner and talk about our day” kind of experience (and we loved every minute of it).
    5. Cosplay
      There is always incredible cosplay at MegaCon and this year was no exception. Jinx from Arcane was the most popular of the anime costumes. Deadpool and Spider-Man were around with their usual gusto. Thanks to Matthew Lillard being in attendance, I saw quite a few Five-Nights-A-Freddy’s costumes. One Five-Nights-A-Freddy’s I learned, was made by a young boy who has been building costumes for the past three years on his own. Impressive! I made my red carpet debut with my husband as Jedi Belle and Jedi Beast. It was an interesting experience for someone with anxiety and fear of being the center of attention. Definitely something I’ll do again, but maybe next time on a Friday so it’s a little less intense.
    6. Artist Alley Brought Their A-Game
      The artists in Artist Alley brought their a-game with keychains (so many keychains), Ita bags, cups, and nails. That’s right, nails. Press on nails were popular this year at the con and I saw at least four or five artists selling their custom designs. One booth sold only press on nails and they were always busy.I bought a “They/Them” pronouns pin and a very niche but oh so funny “Never stop working on yourself” pin of the famous I-4 Eye-sore. The artist told me that people from out of state request that pin all the time, so I guess our little landmark has a following.
    7. Dapper Danielle and Friends
      You can’t have a convention in Orlando, Florida, without having some Disney influencers show up to walk you through the most magical place on Earth. Dapper Danielle brought a limited amount of exclusive keychains and pins, and she sold out by Friday. I was lucky to grab her Figment and Clarice keychains on Thursday. Dapper Danielle, along with Disney Dan, Bibbidi Bobbidi Beard, and Live LaughLem hosted a couple of panels over the weekend, talking about how to create Disney-centric content as well as a virtual walkthrough of Hollywood Studios. I was happy to hear that her book, I Love Disney’s Magic Kingdom: 100+ Surprising Facts, Magical Quizzes, Fan-Favorite Trivia, and More about Disney’s Magic Kingdom!, would be released soon.
    8. Nice Mix of Vendors
      There was a very nice mix of vendors this year. A vendors that took my money including Whirl and Twirl who raved about their painless headbands. I may have bought a few too many of them. I also nabbed a pair of cargo pants from Offset Shwa I had been eyeing since last year. I hit up my con favorite, The Legging Lass for a new dress and a skirt. My other purchase was from Advanced drink mix. They had an insulated shaker cup and a wide variety of hydration, energizing, and focusing drink mixes. If you bought the cup, you got free refills at the drink station for the entire con. My favorite flavor was sour gummy worm. I’ll be posting a full review of their drink mixes soon! I could easily have spent a lot more money on Ita bags, pins, and more but alas, my bank account said no. 
    9. Organization Is The Name of the Game
      MegaCon was insanely organized this year. With the exception of Artist Alley being a little chaotic in the layout, it was well set up, and it was easy to find my way around and back to places I wanted to check out later. They maximized the floor space with a good mix of vendors, artists, and food options. Getting your badge and through security was a breeze. Special thanks to the Orange County Sheriff’s office for being there in strong numbers to keep us all safe.
    10. Big Names, Big Games
      This year, we had some big names on the floor like Intel, Army, Navy, NASA, Disney, SeaWorld, Hasbro, and Enso rings. For some, this was their first time and they had a hack of a first impression. Intel had a computer building competition where you raced to beat the clock (or opponent) in building a computer the fastest. Army and Intel both had e-sport gaming areas for people to play and compete. It was cool to see this area of fandom represented on the convention floor.

Honorable Mentions

  1. Zen Den
    There were two Zen Dens at the con this year. In previous years, we had a quiet room, but it was empty with a few chairs and no real “space,” if you know what I mean. This year, thanks to Guardians MH we had a nice, quiet space complete with fidgets, coloring, and earplugs. They also had free cold water. What told me they knew their stuff was when I saw the lemon juice packets and sour warheads. For those not in the know, sour helps calm anxiety attacks. It shocks your brain back into logic mode or something like that and essentially calms you down.

    This space was a favorite of mine. One of the rooms was close to the paranormal section, where my husband was most of the time on the South side and so I would go in there while he was in a panel and chill. The fidgets were free and they enforced the “quiet” rule.The group also had tables on both sides of the convention with free convention mental health kits. Each kit had a fidget, notebook with a pen, a coloring book, and cards with tips on handling your mental health at a convention. I could write an entire post about this group alone (and I just might, so stay tuned to GeekDad).

  2. The Book Nook

    The Book Nook needs an honorable mention because it was the first year MegaCon did something like this. It was a special room, off to the side of the main panel room, that was for readers. It had a few vendors selling sprayed edge books, Kindle covers, book dragons, and more. They also had author signings and friendship bracelet activities throughout the con. It was easy to spot with there being a giant “Once Upon A Time…” book display right outside along with a Free Little Library.

Disclaimer: GeekDad was given a press badge into this event.

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Stack Overflow: Revisiting ‘Inkheart’, Exploring ‘Inkworld’ https://geekdad.com/2025/02/stack-overflow-revisiting-inkheart-exploring-inkworld/?utm_source=rss&utm_medium=rss&utm_campaign=stack-overflow-revisiting-inkheart-exploring-inkworld Mon, 17 Feb 2025 12:00:35 +0000 https://geekdad.com/?p=430598 Inkworld seriesI re-read the 'Inkheart' series by Cornelia Funke before reading the latest book, 'Inkworld: The Color of Revenge.'

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Over two decades ago, Cornelia Funke started a story about magical words, featuring a bookbinder who had the ability to bring stories to life by reading them aloud, but at a cost. While reading a book called Inkheart to his wife, Mo Folchart unleashed the book’s villain and a couple other characters, but his wife vanished into the book. Over the course of three books, Funke immersed us in this story about Mo and his daughter, of storybook characters brought into our world, and even the writer of the book, Fenoglio. Eventually we even made our way into the world of the book, where new adventures awaited—as well as new villains to face.

My wife and I read all three books—InkheartInkspell, and Inkdeath—when they first came out and revisited them when our own kids were old enough, but it has been a long time. (Inkdeath was first published in 2007.) So I was surprised when I found out that there was a fourth book in the series, Inkworld: The Color of Revenge, published in November last year. I decided it was time for a re-read of the originals before I dove into the new book.

Since it’s hard to say a whole lot about the latest book without spoilers for the rest of the trilogy, I’ll start with some general, non-spoilery things for those of you who haven’t already read those and then you can skip the rest. These are definitely stories for people who love books: one of the main characters is a bookbinder, and Meggie’s great-aunt Elinor is a book lover who has an enormous library and (at least at first) seems to care more for books than people.

The author of Inkheart (the book inside the book, that is) shows up as a character, and Funke definitely has a lot of fun with Fenoglio, too. He’s so proud of the characters he’s created, and at first he doesn’t take the book’s villain seriously because he’s just so delighted with what a good job he did making an interesting evil character. Throughout the series, Fenoglio also struggles with some of the things that most writers experience, but often in a more literal way: losing control of his characters and his world, the inability to think of what to write, forgetting pieces of his story.

In the second and third books, things get even more magical when the characters move from “our” world into the world of the book, raising all sorts of new questions. How will the story play out, now that the cast of characters has changed? Do Fenoglio’s words still have power when he himself has been transported into his story? Fenoglio is frequently frustrated by things that he didn’t write—characters he didn’t make up, situations that he had not foreseen. The story has a life of its own, and it’s not entirely clear who’s writing it. (The answer, of course, is that Funke loves to torture her favorite characters as much as Fenoglio did.) The world of the story is one of princes and castles, fairies and glass men, traveling performers and robbers—and there is certainly a lot of intrigue. Mo, Meggie, and the rest of the “real” people get tangled up in the story.

Okay, now for the spoilers, so if you haven’t read the series yet and want to preserve the surprises, stop here!

One of the major characters in the second book is Orpheus, a young man in the real world who also has the ability to read things out of books. He makes a deal to read Dustfinger back into Inkheart, his favorite book as a kid, but then eventually reads some of the surviving villains back into the book along with Mo—who winds up in mortal peril. Meggie is able to get herself into the story to find her parents, and later brings Orpheus himself into the story because they need his help—but instead of using his mastery of words to help them, he instead makes himself wealthy and starts looking for ways to get even more power.

All of that comes to a head in the third book, where there are several figures all vying for power, and Orpheus is in the middle of it, trying to control things in his favor. By the end of the book, most of the villains are finally defeated and Orpheus flees to the north, and you get a sort of “happily ever after” ending—and that’s what I thought for all this time. Of course, that one loose end was never tied up, and that’s where Inkworld: The Color of Revenge picks up.

Five years after the events of Inkdeath, Orpheus is still angry and resentful, all the more so because he has lost his ability to write and read whatever he wants into existence in this world. Dustfinger, once his childhood hero, is now his sworn enemy, and Orpheus vows revenge. Without the use of his once-magical voice, Orpheus turns to other sources of power, seeking out a Shadow Reader who can create magical spells for him to use against his enemies. One of the interesting things about this book is that the world of Inkheart has always seemed like a magical place (both to me as a reader and to the characters who come from the “real” world)—but within that world, most of the characters have a mistrust of magic. Dustfinger’s ability to talk to fire isn’t magic—it’s a process that, I suppose, counts as science in that world. So the introduction of characters who do what’s considered magic in this world is a novelty, and changes the rules again of what is and isn’t possible.

Inkworld is a significantly shorter book than the first three: they clock in at over 1,500 pages, and Inkworld is a slim 300 pages. Even a lot of the chapters in the book are shorter, some only a page or two. But one of the biggest cuts is that a lot of the characters from the earlier books (and there were a lot to keep track of!) are sidelined for a lot of this story, magically trapped and out of commission. Dustfinger and his best friend the Black Prince (both of whom are finally given first names) face off against Orpheus, and we don’t end up jumping around to check in on so many different threads of the story as before. Orpheus does have a couple new associates—in particular, the failed troubador Baldassare Rinaldi, one of this book’s new villains. He does Orpheus’ dirty work for him with pleasure, and is especially despicable.

I really enjoyed my trip back into the Inkworld—there were a lot of details about the stories that I had forgotten, so I’m glad I re-read the whole thing. (Inkworld does have a short introduction that fills you in, just in case you want to get right to the new stuff.) It feels like it finally wraps everything up so that all of the original characters can finally have their happily ever after without the shadow of Orpheus (or any of the other villains) hanging over them. And the story also brings in a few new heroes; it feels a little bit like the changing of the guard, like Fenoglio’s old story is finally giving way to make room for these new characters that he hadn’t invented himself, going to locations that he didn’t make up. Whether we will get to find out where the story goes from here is still a mystery.


My Current Stack

Aside from the Inkworld series, I’ve also just finished Young Hag and the Witches’ Quest by Isabel Greenberg, a graphic novel retelling of Arthurian legends, mostly from the perspective of Morgan le Fay. More on that soon, along with another book by Greenberg, Glass Town, which is about the imaginary realm created by the Brontës when they were children. I’ve also been doing a re-read of Bad Machinery by John Allison. I had the first 5 collected volumes and really enjoyed them years ago, and came across them in my daughter’s room recently and decided to give them a re-read. Still a blast, and makes me want to go catch up on whatever happened after these stories.

On the non-fiction front, I’m still making my way through Against Platforms by Mike Pepi but although it’s a slim volume it’s slow reading for me. I also started reading When We Walk By by Kevin Adler and Donald Burnes, a book about homelessness in America, and it has already shown me some of the ways that I’ve fallen into stereotypes and assumptions.

Disclosure: I received a review copy of Inkworld for this review; affiliate links to Bookshop.org help support my writing and independent bookstores!

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‘Hunt for the Golden Scarab:’ A Book Review https://geekdad.com/2025/02/hunt-for-the-golden-scarab-a-book-review/?utm_source=rss&utm_medium=rss&utm_campaign=hunt-for-the-golden-scarab-a-book-review https://geekdad.com/2025/02/hunt-for-the-golden-scarab-a-book-review/#respond Thu, 13 Feb 2025 14:11:36 +0000 https://geekdad.com/?p=430470 Hunt for the Golden Scarab cover image'Hunt for the Golden Scarab' is the excellent first book in an exciting new time travel series for middle grade readers.

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One-half of the Adventures on Trains creators and the writer of several other excellent children’s books, M.G. Leonard now brings us Hunt for the Golden Scarab. It’s an exciting and thoughtful thriller for middle-grade readers.

Being a UK-based GeekDad I often find myself loving books that aren’t readily available in the US, where most of our lovely readers reside. The book currently features in a prominent campaign by the UK’s leading bookseller chain and I can see why they think it should sell bucketloads. Wherever you are in the world, I wholeheartedly recommend you pick it up.

Hunt for the Golden Scarab is beautifully illustrated with black and white drawings by Manuel Sumberac.

What Is Hunt for the Golden Scarab?

Sim and his mum, Calli, live in an apartment attached to a dusty museum. It’s the first place they’ve stayed for any length of time. Sim goes to school, has made some friends, and is finally living something close to a normal life.

This all changes when large and violent strangers turn up, forcing Sim and his mum to hide in a part of the museum Sim has never seen before. The reason he’s never been there? His mum can travel back in time.

Sim and Calli flee from the museum, taking refuge with Sim’s uncle Emmett. Sim didn’t know the existence of Emmett until he arrived at his uncle’s apartment. Here, Sim also meets Jeopardy, his cousin.

Emmett and Cali are “Time Keys.” People who can use music to travel through magic portals that lead back in time. The pair are unsanctioned by the “Time Council;” a body that has nominal control of the world’s time travelers. The Time Council has now been taken over by hardliners who want to use their power to dominate the other Time Keys.

Sim and Jeopardy discover, that the Time Council is searching for the Golden Scarab of Nefertiti; something thought to give its bearer an unnaturally long life. The pair, along with Calli and Emmett, must head to Egypt to stop the council from gaining control of the Scarab. Its secrets may lie in the 21st century, but perhaps they’ll need to travel to the time of Howard Carter, or possibly back to the time of Tutankhamun himself.

Why Read Hunt for the Golden Scarab?

This is an excellently paced children’s novel filled with action and history. It’s a great blend of ideas – how its time travel works, and facts – the book is stuffed full of information about the history of Egypt and what life was like in the ancient kingdom of the Pharaohs.

Sim and Jeopardy are great characters, around which everything else is built. Sim’s mum, a kickass martial arts expert, makes a wonderful guardian of the pair. Her duplicitous brother, Emmett, not so much. Sim’s shadowy can’t-be-trusted uncle adds an interesting “enemy within” foil to the narrative.

Through Emmett, M.G. Leonard adds shades of grey. He’s not an out-and-out baddie but he is selfish; even to the point of selling out his family if it gets him what he wants. He’s weak and cowardly and therefore a more subtle villain than the more traditional wrongdoers that make up the Time Council.

Hunt for the Golden Scarab has interesting things to say about historical artifacts and their acquisition by colonialists during earlier times. It provokes a nuanced conversation about preservation versus the cultural belonging of relics from antiquity. I very much enjoyed Sim and Jeopardy’s respect for the people and objects they found on their travels.

Overall, Hunt for the Golden Scarab is classic children’s adventure fiction that engages throughout. There’s a least one more book to come, The Legend of Viking Thunder but it’s a series that could run and run. If the books are all as good as this, let’s hope the Time Keys can explore for many more volumes!

If you would like to pick up a copy of Hunt for the Golden Scarab you can do so here, in the US, and here, in the UK. (Affiliate Links)

If you enjoyed this review, check out my other book reviews, here. 

I received a copy of this book in order to write this review.

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Review – DC vs. Vampires World War V: Darkness vs. Light #1 – Blood and Lightning https://geekdad.com/2025/02/review-dc-vs-vampires-world-war-v-darkness-vs-light-1-blood-and-lightning/?utm_source=rss&utm_medium=rss&utm_campaign=review-dc-vs-vampires-world-war-v-darkness-vs-light-1-blood-and-lightning Wed, 12 Feb 2025 13:10:32 +0000 https://geekdad.com/?p=430523 The untold stories of Wonder Woman and Alfred Pennyworth interact with some unlikely figures in this oversized one-shot.

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DC Vs. Vampires World War V : Darkness and Light cover, via DC Comics.

DC vs. Vampires World War V: Darkness and Light – Matthew Rosenberg, Writer; Nikola Cizmesija, Daniel Bayliss, Artists; Francesco Segala, Pierluigi Casolini, Colorists

Ray – 8/10

Ray: Before the main series resumes, we’re getting this double-sized special telling stories from the fringes of the ongoing war. Themed to darkness and light, the first one absolutely lives up to its name, focusing on Harper Row as her failed attempts to protect her brother from the vampires results in her being turned and essentially becoming the pet of the most sadistic Vampire General – Wonder Woman. I’m not sure why Diana winds up getting villainized so often in these AUs, but I guess it’s part of the theme here. While her brother becomes essentially food supply for the vampires, Harper is subject to Diana’s attempts to turn her into a true bloodsucker, all the while dealing with the intense desire to end this twisted second life of hers. It’s bleak, hopeless, and honestly a bit unsettling given the horrible fate that two queer kids meet in it. Definitely the darkest part of this series so far.

The hidden. Via DC Comics.

Daniel Bayliss takes over on art for the second part, which finds Alfred Pennyworth at his wits’ end and almost out of energy after escaping the vampires with his new GL ring. He’s saved by an extremely obscure character – Joshua Jackam, Weather Wizard’s son. It turns out Josh is working with Guy Gardner – who is literally half the man he used to be after an encounter with Wonder Woman and is using his ring to keep himself alive indefinitely. It’s a very unsettling image at times, but Guy (and his constantly shifting hologram bottom half) is able to teach Alfred some much-needed Lantern tricks before Wonder Woman shows up for a rematch. This is definitely the better of the two stories, albeit with a weird dark sense of humor that sometimes feels out of step with the rest of the series. Still, the idea of Alfred as a superhero is the best thing to come out of this series so far.

To find reviews of all the DC issues, visit DC This Week.

GeekDad received this comic for review purposes.

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